Author
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Topic: Supply Crawlers - General use of
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Series II |
posted 06-17-99 12:28 PM ET
I use supply crawlers a lot to speed up SPs and prototype units. I have never used them to fetch minerals.Is this really worth it? Until you get clean reactors you probably have to spend 1 mineral in support. I know that you can 'free up' your city workers to be specialists and have supply crawlers work the fields and mines. Also, does a supply crawler have to go to the resource, fill up and return to the city and unload the resource it fetched. If so this could take a few turns. Am I missing the point of supply crawlers????????????????????
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Drago Sinio
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posted 06-17-99 12:51 PM ET
When you want to use a crawler for minerals, or energy, you build it in the base you want the minerals or energy to go to, then move the crawler to the square containing the resource. Then you press "o" and get a menu which asks which type of resource to convoy to the base. It then sends that resource to the base each turn, just as if you had a worker on that square. Except a crawler can send just one type of resource from the square. See page 93 of the manual. |
Series II
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posted 06-17-99 12:57 PM ET
So the supply crawler just sits on that square and automatically sends one resource back to the base? |
quizara tafwid
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posted 06-17-99 01:15 PM ET
No, the supply crawler will send back all that it can of one 'type' of resource per turn. Also, you don't pay support for supply crawlers, they are already 'clean'. |
Series II
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posted 06-17-99 01:43 PM ET
I have been missing something. SO how about when you route a supply crawler from one CITY to another. Can you route the energy at all your cities to your head quarters? |
Gixxer
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posted 06-17-99 03:28 PM ET
IMHO crawlers are the second most important unit in the entire game (next to formers, of course)I always use crawlers to truck back minerals from a mine/road combination, even if it is in a bases production radius. This will free up a citizen for growth or as a specialist. As a matter of fact, I usually have a couple of bases that are crawler producers. They mostly make crawlers all game. To you first question, "Is this really worth it?" Yes my friend, yes, it's worth it. As far as toting resources from other cities... NO, it is not worth it. Each crawler will rob ONE energy (or whatever)from it's home city. It's better to drill boreholes on unused seaside real estate and carry the energy from that to you HQ or Science Base. |
ddayjoe44
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posted 06-17-99 03:28 PM ET
MY question is similar to the start of the thread; Is it better to physically direct Supply Crawlers, or is it "just about" as good to use the "SHIFT+A" command and automate the whole mess of them? I usually build at least one Crawler per base, and turn 'em loose. With all the Formers running around to direct, it seems a little tedious to be directing 10 - 20+ Crawlers too! |
sandals
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posted 06-17-99 04:37 PM ET
dday, Similar to post at the start of the thread, you are also missing the point. (sorry, too easy)While your crawlers are running around, they don't do you any good. What you want to do is send them to a square (preferably terraformed) and hit 'o' to have them return resources to their home city. Once you do that, they will sit there and your city will get the resource type you select. Common uses are: - Build a borehole outside city limits & return the 6 energy or minerals without ecodamage (except for the mineral ecodamage) - Make a field of mirrors/collectors on high ground and put crawlers on each square. - Make foil crawlers and put them on tidal harnesses. - Put it on a Rocky/Mine/Road square (producing only minerals anyway) inside city limits and use the freed citizen as a specialist. (suggested earlier) My favorite is to use them for energy in a 'science city' (usually with Supercollider/TofE SPs) because they don't add to ecodamage that way. This can really speed your research.
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ddayjoe44
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posted 06-17-99 06:46 PM ET
Sandal -Cool! I aways thought automating them was OK, I guess the REAL trick is..., (IF I got it right) to build the Crawler, move to a "good" resource square. Type "o" (as in Oh, not zero), and they do the rest. Have I got it? If so, I'm gonna have ALOT more in reserve than I've had in all my previous games! |
Krushala
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posted 06-17-99 07:02 PM ET
Yes crawlers are very important. And very little micromanagement. You can leave them there the whole game and never have to move them, unless you want to use them to build a secret project. Just don't let enemy needlejets anywhere near them. The computer ai loves to waste non combat units. |
jimmytrick
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posted 06-17-99 07:34 PM ET
To put it in baseball terms, unless you use lots of crawlers, you are still in the low minors. When you start averaging 10-12 crawlers per base, you move to Triple A. To get to the majors you have to learn the fine points of pop booms and golden ages. Lots of good players sell these two short. "Its the ecomony, stupid". Bill Clinton line, but it applies to SMAC. I have no idea how to get to the All-Star level. But I am working on it. |
NoMercy
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posted 06-17-99 07:45 PM ET
And just to add to thread, supply crawlers are why the Weather Paradigm is such an important (IMHO the most important) SP.With WP your formers can do all the fancy terraforming (boreholes and echelon mirrors) long before your opponant can and then when Industrial Automation? comes you can build loads of supply crawlers and already have good squares to put them on! Under certain circumstances a crawler can send 8+ energe per turn before SP and facility bonus' are added |
googlie
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posted 06-17-99 08:03 PM ET
Don't forget ocean crawlers for your sea bases (you have to workshop build them, they are not ready-made units, so the AI never makes them). Use a sea former to put a mine on every seamineral symbol you see (outside your base radius or in) and send a crawler to each. Or do it with tidal harness improvements, and convoy energy.Their only drawback is if you use them inside a base radius they can only develop one resource, whereas citizens can get all three. In a couple of games I've had over 200 crawlers in action. (In the One City Challenge of course you must use crawlers. In Velociryx win he had over 50 supplying his one city alone) googlie |
TheMadStork
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posted 06-18-99 03:07 AM ET
A guideline: when you don't know what to build, build a crawler. Have them send energy back to their home base until they are desperately needed for something else. Watch the AI use tons of them when building key SPs. Take time to build crawlers, and everything else comes easily.I go now. |
Zoetrope
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posted 06-18-99 04:47 AM ET
If you're in a hurry and willing to wear the increase in cost, you can build supply rovers, supply hovertanks, supply cruisers, drop supply units, and supply gravships. |
K
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posted 06-18-99 05:59 AM ET
The real trick is to build a supply crawler, change it's home to a sea base, and then use the crawler to mine minerals from a borehole or mine VERY FAR from regular traffic and action, like the caps of the map or a little island in the middle of the ocean. In this way, it is possible to get minerals to a usually mineral poor area, and/or you can hide your main production. |
Series II
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posted 06-18-99 11:15 AM ET
WOW! When I play the Hive I used to run out of things to build. Not any more. I see hundreds of supply crawlers in my factions future.I played PK last game and really liked the golden ages I got. It looks like a whole new part of the game to learn. Thanks for the info. |
Drago Sinio
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posted 06-18-99 08:06 PM ET
I often use the crawlers in in a different way, as well. I have each of the cities build one crawler and send it to the "science city" , where all the research facilities and SPs are. Then you can send energy from each of your cities and have it multiplied by the research labs and SP's in the "science city" . The advantages to this are that the crawlers are not vulnerable to attack since they are in the city, you can easily switch back and forth from minerals to energy to food, depending on what you need in the "science city" at any given time. In an emergency you can also cash them in to rush build an SP if you need to. Also I think they have some value as defenders in the city like a former does. I dont know for sure since I have never let anyone get close enough to my science city to test that. But if they are defenders, and there are thirty or forty inside the city, that certainly adds to the security of the city as well. And this is in addition to, not instead of all the other uses for crawlers. You just gotta love em. |
Plato90s
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posted 06-18-99 10:57 PM ET
Crawlers, like probe teams, can't be defenders. After the last military unit is destroyed, all crawlers and probe teams self-destruct. |
Jeff Chaplin
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posted 06-19-99 10:21 AM ET
Don't forget that you can transfer ownership of a crawler by moving it to a different base, right clicking on it in the 'base operations' screen and selecting 'support from here'. Then send them back to where they were convoying from. I've used this in the late stages of a game to make two bases own nearly all of the crawlers and therefore very rapidly build Voice of Planet and Ascent to Transcendence. |
RedFred
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posted 06-19-99 01:59 PM ET
Googlie got me going on sea crawlers and now I am a big fan. I like sending them all over planet. Amazing how many of them never get taken out by hostile factions. In places where another faction builds a sea base with a production radius which encompasses your sea crawler you still get the resource. |
gruedragon
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posted 06-20-99 04:46 PM ET
Another questions on crawlers: Can two (or more) crawlers work the same square? IE, you have a borehole outside your city radius; can you have one crawler gathering the energy and the other gathering the minerals? |
Drago Sinio
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posted 06-20-99 06:27 PM ET
No, just one crawler or worker per square, they cannot be stacked. |
JAMstillAM
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posted 06-20-99 09:33 PM ET
Another tricky use (or side benefit) for supply crawlers is that, until your opponents have airpower they protect terrain improvements from artillery type barrages. For example, you have a prime mineral bonus mine being worked by a supply crawler. If the enemy shore bombards the crawlwer, it can't be completely destroyed by the ship's (or ground artillery) barrage. And, since you have a unit in the tile, no terrain enhancements are destroyed in the barrage. It's such a nice benefit, it's almost (but not quite) a cheat.JAMiAM |
jimmytrick
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posted 06-20-99 10:15 PM ET
Thanks Jam. I will remember that one. |
JAMstillAM
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posted 06-21-99 12:15 PM ET
jimmytrick,Don't thank me, thank cousLee. In our Weizen pbem game, he's got at least a half a dozen working terrain around his bases. I sent my fleet down to blast his terrain improvements apart and most of his prime stuff is being worked by crawlers. Then I remembered all of the times when, in SP, the AI would send some cruiser down to blast my terrain improvements. I would send out a former to repair the improvements and the stupid AI would spend the next 20 turns attacking my former, never killing it, but not damageing the terrain underneath it and leaving the rest of the land alone. Just wait till I get airpower, though. Bye, bye crawlers! JAMiAM |
Plato90s
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posted 06-21-99 01:06 PM ET
Unless, of course, he uses air superiority fighters in his cities. |
Series II
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posted 06-21-99 01:34 PM ET
I am finding it hard to keep supply crawlers. I make them and make them and send them to my cities to hurry Secret Projects. Event with Borehole cluster in my hands I still want to get the SPs ASAP. I do not ever seem to have a time in the game that I do not have a SPO I am trying to hurry. |
JAMstillAM
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posted 06-21-99 01:39 PM ET
Plato90s,You are, of course, right on that one. But, in our game, unless he probes me or my ally, he'll be at least 20 years behind me in getting airpower. You can bet the farm that I'll use that window of opportunity to its fullest. JAMiAM |
Jeff Chaplin
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posted 06-21-99 05:30 PM ET
Series II,Maybe it's a better tactic to keep you crawlers working and use energy credits to hurry SP's. Once a crawler is built and working it will continue to supply resources until the end of the game. If you use one to hurry a SP then that's the end of it and you have to build another, i.e. you're getting a very low return on investment. Well, that's my humble opinion anyway. I'm glad to see a thread on this because the manual really says very little about supply crawlers, just like the strategy guide, a real irritation after shelling out $30CDN. |
VictorK
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posted 06-22-99 05:28 AM ET
Supply crawlers are not powerful just because they can build secret projects or because they can convoy resources. Supply crawlers are very powerful because the same unit can both build secret projects AND convoy resources.As soon as you discover Industrial Automation, you should immediately start building SCs in all of your bases as long as they have the basic infrastructure working (Recycling Tanks, 1-2 formers, defensive/police units). Plant LOTS of forests w/ roads near your bases, and let your SCs convoy minerals there. Forget about rocky squares at first, though mining them may be useful after you've discovered EcoEng. Build the road before the forest, since it usually takes one more turn to build a road in a square already with forest. Do not build just one or two crawlers; keep building it until your base is producing at least 13-15 minerals a turn. Until that stage, forget about facilities like Children's Creche or Network Node (for non-UoP factions), though you may build formers and colony pods if needed, and if you're playing free market (for factions that are not police-oriented), you may want to hurry Rec Commons before you get the drone-countering SPs. Don't stop building SCs completely even when you're producing over 15 minerals a turn and any further will cause ecodamage; remember SCs can be used for nutrients and energy, and of course for SPs as well. When you do build a facility, hurry production as much as possible save the first 10 minerals; if you're short in energy credits, it might be better to build the quick-returning SCs instead, and only build the more expensive facility when you can hurry it. When you hurry facilities, make sure you pay an amount so that at most 10 minerals are carried over to the next production. You may also want to hurry crawlers (make the full payment) when there are 10 or fewer minerals remaining if you're producing no more than 10 minerals a turn, especially if (but not only if) it will take more than one turn remaining to complete. If there are more than 10 minerals remaining and if your mineral production is just short of completing the SC in one turn, you may want to hurry production so that it is just enough to complete in one turn, but you'll need to use a calculator in this case (payment needed = amount for full payment * minerals needed / minerals remaining, rounded up). The same advice applies to other units (especially colony pods). When you found a new base, remember you can change a SC's home from another base to the new base; it is faster to build SCs for a new base from a developed base than from the new base itself. Also remember a SC can convoy after expending all of its movement point (even though the control switches to another unit): just go back to the SC and left-click on it, then press "O", the convoy manual will pop up. Try to maximize crawler production as much as possible, and avoid "idle turns". To move SCs efficiently, use "chain movement" by activating existing SCs: for example, say location A is 3 squares from a base, and location B is 3 squares from location A and 6 squares from the base, to move a new SC from the base to B, if you have a SC working in A, activate it and move it to B (and convoy there), and move the SC from the base to A (and convoy there). To make sure that moving SCs are not idle, you may also want to change worker allocation for bases (from the base screen). This is especially important in the early stages of the game. It is quite a lot of micromanagement, but it definitely pays off in the long run. To make the best use out of SCs, when you want to build a SP do not assign a base to collect minerals for it. Instead, build SCs in the base where you want to build the SP. The base where you want to build the SP should have as many forest squares w/ roads as possible within 3 squares of the base. When you do build the SP, build it in one or two turns, using the SCs that have been convoying resources near the base, and cash in the SCs only during the last turn. For a cost 200 SP, you need 6 SCs; for a cost 300 SP, you need 9 or 10 SCs. Of course, as you complete the SP your other bases should have been producing new SCs to fill in the vacancy. Use "chain movement" (described above) to get the new SCs to work in those squares. A few turns later, you'll be ready for another SP. Never use energy credits to hurry SPs, it is always cheaper to hurry SCs instead (as long as you have accumulated 10 minerals for each SC). Using the tactics above, playing the UoP at transcend I usually have no problem completing all SPs when playing blind research off. (I missed only the Command Nexus once, and completed everything else in all other games I played as UoP with blind research off.) With blind research ON, it depends on when I discover IndAuto, but I usually have no problem getting everything that isn't already near completion by a computer faction by the time I discover the tech. |
MoSe
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posted 06-22-99 06:00 AM ET
Hat off, VictorK (was it the name of the original "The Fly" movie's scientist?).I couldn't have worded it better. Thorough analysys, and sound tactics. I'd like to stress that foresting a tile is fast and you can convoy then 2 minerals from it, but when you get to Hybrid forests you should consider if possible to have (new) bases to exploit that tiles to get all the 3 mixed resources from it. Some (peaceful) comments to Jeff Chandler: "Maybe it's a better tactic to keep you crawlers working and use energy credits to hurry SP's. Once a crawler is built and working it will continue to supply resources until the end of the game. If you use one to hurry a SP then that's the end of it and you have to build another, i.e. you're getting a very low return on investment." Each mineral of an SP costs 4 credits to hurry (and 8ec during lot more than only the initial 10 minerals)! There are more efficient ways. Hurry an SP only if you're in a real hurry. You have to do the maths well. With standard settings a simple crawler is worth 30M, if he convoys 2M/turn he repays the investment after 15 turns. If you can afford to wait, it's worth. IF. As Victor pointed out, you can combine the tactics, using the so-said zero-based budgeting: you should evaluate the benefits of 2 choices only looking to their future value, disregarding the past investments. Thus after a crawler has convoyed good minerals for some years, you should only count if you need more the 30M it can give you NOW vs. the M it could convoy in the FUTURE. Consider that maybe you could roun out of convenient tile to harvest with crawlers, so it's a strategic choice: less expansion, more crawlers, depends also on your style. MariOne |
Krushala
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posted 08-27-99 11:26 AM ET
Raising this thread from the dead. As there are still questions about supply crawlers. |
CrankyHotDog
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posted 08-27-99 11:16 PM ET
What about drop supply crawlers?
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WyldKarde
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posted 08-27-99 11:21 PM ET
There's just one drawback with all this supply crawlerin'.. go ahead, park 'em between and around your cities and then watch as a well aimed Planet Buster makes mincemeat of the area. With crawlers between cities to act as targets the possibily of hitting more than one city with each PB becomes *much* greater. |
Krushala
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posted 08-28-99 11:40 AM ET
I don't think the ai really sees crawlers when deciding what to pb. In multiplayer that's different. SP's is the main target for ai pb's. They always hit my city with hunter seeker. That's always their first target. If you got the room you should have crawlers all over your territory. |
Zoetrope
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posted 08-30-99 08:08 AM ET
WyldKarde: The choice is between using supply transports (their official generic name) to boost production, growth, energy and research in small bases, and failing to do so.Which faction is more likely to have Orbital Defence Pods up? The faction with more research and production, or the one with less? Which faction is more likely to be able to afford masses of Planet Busters before the others have discovered or deployed ODPs? By the time an enemy launches a PB at you, your core bases will have workers on all surrounding squares (because workers harvest all three resources on a square), and sent their supply transports on to the outer bases that need them. So if the enemy targets your STs, then your core bases are safe. The only exception is if you're lagging so badly by the time rival factions complete their PBs, that your core bases are still puny. But that only happens if you haven't been using lots of STs. QED. |
sandworm
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posted 09-02-99 12:51 PM ET
up
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